For Week 2 I decided to make the track that the player will be able to drive on. I found a mesh online that I could use which was in the shape of a track. I then created a blank level and then used the spline tool in landscape mode to line out what the track was going to look like. I then added the mesh to the spline and did some changes to the track.
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Once the spline of the track was created I changed some of the values of the scale and the centre adjust. This allowed me to move the track. The landscape would Sculpt around the spline automatically so if I wanted a hill the landscape underneath would move up as well with the road. This allowed the edges of the road to curve a little bit more into the ground.
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I then went onto Quixel Bridge and found road surfaces that could be used. In the end, I went with Asphalt as the colour wasn't black it was more of a dark grey colour with crack textures on it. This would bring realism to my level. I then applied it to the mesh and it updated itself in-game.
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I made some sharp corners by accident when using the spline tool so I fixed them up. I also lowered some parts of the track to help with the level design so that the player wasn't playing in a straight line with no variety. I also raised up the track to create some ramps for the player to bring an entertaining factor to the game.
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I found a tree asset on the Unreal Engine marketplace that had stylized trees. So I downloaded them into the project.
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I then went to the foliage tab and selected the trees I wanted. I wanted a variety of trees just to add a bit of nature to the level to make it realistic. I then used the brush tool and painted the trees. You can adjust the size of the brush as well as the density of how many trees you want. It was very helpful with the blue sphere when you use the paintbrush as it indicated where the trees would be placed.
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Lastly, I changed the directional lighting on the level. It went from the standard blue sky to a nice sunset. I clicked on the directional lighting and used the rotate tool. I then rotated the Y axis (Green) to change the sky colour. I also added Experimental Height Fog to bring more depth to the level.
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Image of the map from the latest build of the game:
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